Animism — a school of magic —
The Animism tradition opens a dialogue between you and the spirits found in the natural world, wherever you happen to be. Engaging these entities enables you to befriend them and recruit them to aid you in your endeavors. Since these spirits are bound to the trees, dunes, the rocks, the combers crashing against the shore, and nature itself, their aid often comes in the form of awakening the landscape, calling forth vines to ensnare and strangle enemies, or uprooting trees to march forth and…
Animism Spells listed by level
— Reference during playAnimism Talents
ARMOR OF THE ANCIENT OAK (Magical): You can perform a ritual to armor yourself with the bark of a tree. When you finish, brown, woody knobs and patches appear and spread across your entire body until you are covered in bark. The cover increases your natural Defense to 15 and flakes away after you rest. BEAST TONGUE (Magical): You can make yourself understood by any ordinary animal that can see and hear you, and you can understand the gist of what an ordinary animal would convey through the sounds and gestures it makes. If you make the animal friendly, it might perform services for you at the Sage’s discretion. CORNUCOPIA (Magical): You can perform a ritual while outdoors to gain provisions for you and your allies. When you finish, animals deliver berries, nuts, roots, and other edible foodstuffs enough to feed up to five creatures for 1 day. Once you use this talent, you lose access to it for 24 hours. WHIP VINE (Magical): You can use an action to cause a long vine to erupt from the ground and lash a creature before the vine withers away. Target one creature within 5 yards. Make a Will roll against the target’s Agility. On a success, the target takes 1d6 damage and you can move the target up to 5 yards. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target also becomes held until the end of your next turn.
Novice Animism Spells
Clear A PAth
Fire Seeds
Grasping Growth
Plant the Seed
Protection From The Elements
Through The Hedge
Expert Animism Spells
Biting Brambles
Call Steeds
Counsel of the Land
On Feathery Wings
Slithering Sticks
Trample of Hooves
Master Animism Spells
Awaken Genius Loci
| D6 | Result |
|---|---|
| 1 | The enemy takes an extra 1d6 damage from being whipped by leaves, grass, and branches. |
| 2 | The enemy falls prone when a vine or root trips it. The enemy cannot stand up until it leaves the target space or until it overcomes the affliction with a successful Strength roll. If the enemy was already prone, it takes an extra 2d6 damage. |
| 3 | The enemy becomes held until it overcomes the affliction with a success on a Strength roll. Weeds wrap around the enemy’s body. If the enemy is held already, it instead takes an extra 3d6 damage. |
| 4 | The enemy takes an extra 4d6 damage when a tree branch catches it. |
| 5 | The enemy takes an extra 4d6 damage and is moved to an empty space of your choice inside the target space, as a vine curls around the enemy and drags it off. |
| 6 | The enemy loses 4d6 Health and becomes poisoned (luck ends). Toxic spores, deadly pollen, or stinging insects ravage the enemy. |
Follow The Ley Line
Garden of Delights
Standing Stones
Voracious Swarm
Walking Tree
| WALKING TREE |
|---|
DEFENSE: 7, HEALTH: 60 ATTRIBUTES: Strength 13 (+3), Agility 10 (+0), Intellect -, Will – SIZE: 3, SPEED: 5 IMMUNE: asleep, blinded, deafened, impaired, weakened CRUSHING FALL: When the tree falls prone, each creature in a Size 3 space next to it makes an Agility roll with 1 bane. On a failure, the creature takes 5d6 damage, and falls prone. FLAMMABLE: The tree takes double damage from fire and rolls with 1 bane to overcome being on fire. MELEE ATTACK – LIMBS AND ROOTS: Strength (+3) with 1 boon (5d6)